How I Updated the Most Terrifying Minecraft Mod
ฝัง
- เผยแพร่เมื่อ 8 พ.ค. 2024
- Credits:
Kabakugan
Ross Boekhoff
Grumpy
Torch
Node118
Kristján Orri
Valorous
Jimmy More
Draiic
Mr Bub
Thanks to all of you!
Twitch:
/ gargazoid
Patreon:
/ gargin
In this video, we enhance the creepiness and atmosphere of the Cave Dweller, as well as giving it new movement options and balancing changes in attempt to take away control from the player.
The files for the mod are still being reviewed by moderators on curseforge, but you can follow the mod here to see when they are approved:
www.curseforge.com/minecraft/...
The mod is for Forge 1.19.3, and requires Geckolib 4.0.4 or above. - เกม
Gotta respect Gargin for not even mentioning the dweller's worst enemy. The copy & paste button.
😂😂😂
What do you think you're doing
It’s funny how there are only like 5 horror mods that are actually good? Why? The rest are bad or copied the cave dweller
Player is the cave dwellers worst enemy because player can kill him but he still tries to kill you
600th liker
gargin did what no other modders could do and added climbing animations to his creation. hell yeah
Seeing a very stiff animation of dweller number 28374 climbing was very underwhelming
@@MoonCat2790 it didn't help that dweller 28374 was already very underwhelming
@@MoonCat2790 to be fair, this one was the first one.
@@screener0797 im talking about stuff like origin, goatman, dark dweller, the copy ones
I think the Man from the Fog just got a new climbing animation😅
6:52 Instantly break the shield? That's very overkill, the axe has a unique mechanic to disable shields for a time which would be more fair for the dweller to have
makes sense
I agree.
How is costing you 1 iron ingot and 6 planks on the first time you encounter it overkill? Once you learn it can do that you can just not hold up your shield too.
@@skabop47 It's out of place. It doesn't do just durability damage like every other attack it just deletes the shield. What other interaction in minecraft could delete a full durability item with one use?
@@skabop47 imagine using the wrong tool to mine a block like an axe to stone, but instead of doing extra damage to the tools durability to show you shouldn't do that, it just fucking breaks it no matter how new it was or the enchants on it. How satisfying!
we're so back
The man himself has returned
Never lose your sm- oh wait this is not one of those "Ar*an classic" comments😂
I don't think so
real
fr
hope the design gets an update, i dont like the cave dwellers glowing teeth and more detail in the texture, currently it just looks like someone's uncle larry fell into a pickle juice vat
Same vibe from me, I made a comment about this with my thoughts, and I hope that’s what you think is cool as well
With a bit of know-how you can yoink designs of copycats, pasting the model & texture into Gargin's mod while keeping the original code.
@@silver1340 also hoping the animations don't glitch
I think the simplicity of the design fits with minecraft's style and form
@@GoldPlatedKikimora But minecraft is not that simple
Its really nice that you don't fall back on the trope of making it unkillable. Its so much better if its really hard but not impossible to defeat. I would recommend not destroying shields though, and instead disabing them. Axes can already do this, and the code is very simple to implement. It would help make the mob feel more like it's part of the game, and prevent the player from losing their decorated banner shield... Assuming they can get away.
great idea
great idea
great idea
Good idea
great idea
I feel that the main downside of the Dweller is simply its appearence. It's just a goofy lil guy, I think it'd be scarier to have some sort of twisted amalgam rather than a lanky smily boi
To be honest, I find its gangly limbs kind of freaky but that's about it lol
@@avacadotoast5571 That's the problem. The single "spooky" thing about the Cave Dweller is that of its long limbs. But in a game like Minecraft, where you can lift billions of kilograms and bees are almost as big as your head, being a bit longer than usual isn't really that much of a feature. The Dweller needs an updated appearance, to make him scarier than just being "the long grey guy"
The whole point was to make it fit in with the vanilla minecraft theme but i do agree its kinda funky looking than creepy looking.
I0n
I feel like it would be better if it did not fit the MC artstyle, especially since this thing is very much not a typical MC monster
A breath of fresh air.
I was so tired of people trying to make the "creepiest" monster, while neglecting its impact on the game itself and you as the player.
You pull out some good elements that are very nice to take into account!
I also like that he made it vanilla-friendly and limited it to only the caves. Unlike the new ones that essentially reduced Cave Dweller to a next-bot or a random and nigh-unavoidable death event. The only thing that I would change is the instant shield break because it comes off as very cheap/a band-aid solution.
Somewhat agreed, most of the copycats dwellers were made for the "creepy" factor without putting any thought or time into balancing making it either a 1 shot deathfest or extremely underwhelming, and since they appeared every 5 minutes it just became annoying.
@@CamoranWasTaken They still do not look "creepy" or "scary." They all look like a 10-year-old's Mary Sue Creepypasta or SCP OC. Mary Sue is also a fitting term for them, considering how almost all of the copycats had little to no weakness/counterplay.
@@Daralexen Long teeth, glowing eyes (and teeth for some reason, who is their dentist) and them being able to dunk on you is "scary" from what has been put out.
@@Daralexen yeah i would just make it so that he disables the shield instead, just like the axe
If this was in the game I would never go underground again.
It is now.
Same, I know people are like "this was how Minecraft was supposed to be!!"
like nah that's BS, some people have different tolerances for scariness.
Minecraft was supposed to be chill and free roaming, which it is.
people would get used to this
For me, that would be a HUGE problem, i literally built a MASSIVE structure which looks like a nether fortress in a massive cavern, like bridges and chambers built into the walls of the cave are almost everywhere, spent 3 years on it, so yea I would have to leave it all behind cus I'm a absolute PUSSY.
@@alexremmei883 Does the Cave Dweller spawn in well-lit areas?
I think you should change the shield breaking to durability loss and shield stun
Agreed, maybe have it chunk 1/3 of total shield durability and then disable it for like 10 seconds
and also the climbing, what if someone just makes a tower with all sides blocked off? the dweller should be able to jump that at least by 1 block
@@coolkid006 that cannot be done when the chase is already engaged because of the lack of time to do so, and if one prepared beforehand, then I think it is fair to be rewarded for that preparation
I love all these changes! I do think the Cave Dweller should instead shield stun rather than instantly break a shield, but other than that it's an awesome improvement!
bro came back 😎☝
Even Gargin himself got tired of the dweller copies, love to see it
yessir he did
Fr
For real, For real
Your cave dweller in nice
The main problem I see with the dwellers is that its always constant unless you aren't in a cave, which makes it annoying to progress. It seems like its every five minutes you are getting attacked without a break in between all while there are normal mobs that will also attack. (maybe while the dweller is around, the surrounding area will have less mobs? Like its attacking them and giving the feeling that its after all living mobs then just the player?) I love the original dweller, even the reimagined version as well but it feels like it's too strong now, maybe instead of completely breaking the shield it causes a recharge like an ender pearl or when against a axe. Just my thought, still an amazing mod.
That problem of constantly being attacked does not apply to the copycats made after the original became TH-camr bait. The new ones would spawn every 2-5 minutes and are essentially just an RNG random death event or "you lose button."
@@Daralexenthe spawn rates for some of them are around exactly 230 seconds, I checked the config of it
@@MoonCat2790 That screams "Made for scripted TH-cam videos and not for general gameplay."
@@Daralexen what a coincidence its the dwellers that was in swayles series
This is the biggest reason why I think the Dweller Evolved mod is so much better, because the default Dweller just becomes an absolute nuisance after a while with how common it is. It's also just really poorly suited to long-term survival worlds, because there's _nothing_ you can do to prevent it from spawning, and it will be there harassing you anytime you need to do stuff underground. Making an XP farm? Using your XP farm? Lighting up caves for a surface farm? Digging a perimeter? Building an underground base? Building an underwater ocean base? He will be there, and you can't stop him from being there. I think he should take a page out of the Alien Isolation handbook because a big part of why that game is so great is that the Alien isn't always there, and it makes those unscripted random encounters so much more memorable and scary because of how it catches you by surprise.
I would make the Cave Dweller stun shields instead of breaking them. The only thing holding it back now is how it doesn't fit with Minecraft. It's in desperate need of a remodel
It does fit Minecraft though? It is not in a desperate need of any remodel.
I feel the same way. While the design isn’t terrible persay it’s very mid 2010s creepy pasta. It’s a tall guy with a weird face, lots of characters do something more evocative with that basic premise. And all the minecraft original monsters, especially the warden manage to be scary or imposing and also have a unique flare to them. In the first video he said the noises were meant to be bug like, I say lean into that. Give it mandibles and extra limbs. Make it weird and monstrous.
I would even argue you could theme it to be another manifestation of the skulk. Take away it’s eyes, make it blue, it could work. The fact that it would still “look” at you and reacted to visual stimuli even though it was outwardly blind would make it even more intimidating. Assuming you didn’t change it further to be more inline with the vibrational nature of the skulk.
@@mlp_firewind8129I think the only part of its design that does work is the eyes. Seeing them from a distance is terrifying. I also think that while a cool and unique idea, the bug concept strays too far from Minecraft in terms of design. Including all of those elements would make the design too detailed, too un-minecrafty, or too cluttered
@@disrespecc9678it doesn’t fit Minecraft at all little man
My two cents is that its coloring is too bad and it’s too thin. We are genetically predisposed to fear things taller than us, so that is great, but the clammy ass skin has to go for something more unique, interesting, and better suited for Minecraft. The main issue is its size however (which is why I specifically mentioned his height being great)
Endermen work because of two main things, their unsettling looks, with their height and then bodies seeming different than the other monsters in an eerie way. As well as their teleportation, because when they do give chase you are left with no clue where they are. This doesn’t work for the dweller because unlike endermen, it actively sprints and hunts you down. The mod tries to break tension into terror through the chase. Endermen on the other hand never play into terror, and only play on the tension of finding them. So their weak frame is fine. But the dweller simply can’t be scary when it’s built like a starving African child whose diet is nothing but rice bought from $1 donations from people in America. It needs to be thicker. This is done super well with the warden. I absolutely am not saying the dweller should be as thick as that unit, considering a leaner build works better for his mechanics and overall design, but the warden’s presence during a chase is overwhelming not just because of the inevitably of your doom, but how large of a presence he has.
To summarize, make him larger and give him a demanding presence, redo his color scheme, and while we are at it for no reason in particular, we should work with Minecraft references to get him in a spot where a non-player can’t call him out from other vanilla mobs easily. A creative redesign is also needed, as I feel the monsters design as a whole feels frankly uninspired and basic. The most typical monster design out there.
Would be nice if you weren't constantly attacked and could progress, like if the stalking phase was really long instead. It's a problem I see a lot of "dweller" mods have, you just instantly die and can't do anything. It would be cool if the beginning of the stalking phase was like a timer, if you don't get out of the cave and up to the surface in time it attacks.
That... That IS how it works. Unless you're playing with the Nightmare version of the mod.
@@ScareSans I just tested the mod and out of the 20 times I spawned it. I got 15 insta chases 4 walk forwards then chase and one flee
As much as I love this mod a big criticism I have is that the sound it makes when it chases you is wayyy too loud and consistent. Yes it can be scary the first time or if it catches you off guard but eventually it'll get stale. I'd be a lot more unerved and freak out if I'd simply hear the gross crawling patters of it's feet as it charges me quickly similarly to the spider. Take the Creeper as an example, it's completely silent until it kills you which is why I'd regard it as the scariest mob in Minecraft.
You can also look at the Enderman for reference as everyone's first encounter with an Enderman has always scary. The Enderman makes a noise when it starts chasing you and then never again, simply making angry noises afterwards as it is in it's enraged state. I'd love to have a scenario with the Cave Dweller where I'd spot it and it would make a noise that would tell me that it is hunting me or just watch as it gets down on all fours and charges me almost silently until it's close enough to where I can hear it's feet on the ground.
I like the mod otherwise. For sure one of the more unique mobs I've seen in Minecraft.
A literal perfect blend of this would just be to make the first time you get chased it is guaranteed to scream like it does, but after that it remembers which players it’s chased and how many times, and after that first time it’s chased you it becomes silent in its hunt, but it uses its memory of how many times you have been chased and if it screamed or not to surprise you every now and again with the scream.
I think it’s great because your description of its chase is perfect for a tense moment where a player knowing what it is wants to run away and hears it catching up, but a new player would be more impactful by the horrible scream for a creature they know nothing about, only that it is hunting them down. And if it kept a log of its chases, with a little coding you could make it chasing with a scream a looming possibility, so while not heard enough to be annoying, it will catch even experienced players off guard when it does happen
Here's a thought, when it's blocked off by the player after a case play the 'block breaking' sound. Nothing gets the heart pumping like seeing 'block breaking' in the subtitles.
Or change the cave dweller subtitles to stuff like 'it is watching' for the stare and 'it wants to catch you' for the chase
This is definitely a big step up from the original! While the original did have its charms, the new version is absolutely much more terrifying. 11/10 this time, Gargin!
Thats better than all of community made "Dwellers" combined
The Man from the Fog wasn’t that bad tho, was it?
Tbh Man from the Fog, the One who Watches & the Knocker are all decent, like they tried to be something different instead of just a clone of this mod. Not to mention the Manbear which will hopefully be released soon
Siren head mod by kilhec. It’s not out yet but will be soon
@@nathanielcallen3965 The Knocker is a godtier one.
@@nathanielcallen3965 They are all mediocre in my opinion. Man From the Fog was good at first, but then the creator had to wank it to DeviantArt OC levels. One Who Watches was always unfun and felt like a self-inset OC for the developer, and The Knocker is literally Poorman's Ao oni
Perhaps also change the spawn rate depending on where you are.
Give Lush caves the lowest spawn chance, upper caves a medium spawn chance and deepslate caves the highest for example. Mineshafts increase the chance of the current area.
And perhaps there could also be certain bubbles where the chance of it spawning is amplified an additional bit, essentially making it a Cave Dweller Territory. Might be marked by half broken blocks and a unique tunnel formation and mob spawn rates slowly shrinking the longer you're in it.
Of course, the current spawn rate of the dweller would have to be lowered.
This way you could never be too certain when it'll spawn. Are you in danger? Could he be hiding with you in the mineshaft right now or can you get away from it before the cave dweller starts hunting you? Is this lush cave truly save or am I actually in Cave Dweller territory and need to get out quick?
It would greatly enhance the atmosphere.
That is a great idea!
I still feel as though the dweller should start with a 0% chance to activate chase the first time you see it, increasing by something like 20% each encounter. It chasing you on the first encounter feels like wasted tension.
The man who started it all has returned!
The OG has returned to put the dweller reskins to shame
Ok ok ok- /INSTANTLY/ break the shield? How about just one of those Axe-attack cooldowns that stop you from raising it for a few moments?
While I think this is a better way of making it more of a threat than just making it unfair and invincible like every other lanky longjohn inspired by the original mod, I do wish there were more feasible ways to really make it scary in MC's gameplay loop outside of "fast guy kill you"
i mean "fast guy kill you" is just the gmod Next-Bots
@ZIGAG1999 He essentially just ported Gargitron to Minecraft. Although, the Cave Dweller feels more like an animalistic creature than a “scary” jpeg image.
I think the manbear does a great job at this, it even has a fake attack mode it can do where it isn't actually intending to kill
I think that the best way to do "scary" in minecraft is to take advantage of something different: your fear that you might NOT be alone.
@@ScrewdriverGaming From the Fog. But even that becomes boring/hilariously unscary at tines.
I feel like it just needs a more updated appearance to make it look and feel unnerving when you encounter it, because right now it just looks derpy.
Some ideas:
1. disable the shield do not break it
2. Use Modrinth
3. Make a better model
but anyways good job!
exactly what i thought
Why not just give it a shield cooldown similar to vindicators
@@vtrjnkhole1017 He probably never thought of that, or he wants to slightly wank Cave Dweller because it is his OC.
@@vtrjnkhole1017 this is what i meant
a 1.19.2 port would also be pretty nice since there's more mods than 1.19.3 for it
Cave noises on a nother level
This is what I’ve always wanted the Cave Dweller to be: a monster that ignores all the basic laws of the game to the point where all you can do is *RUN*
First of all I apologise for my bad english, as a french I'm still currently learning how to speak english well.
I'm about 7 minutes in the video and i see something which i think could be upgraded. Instead of the cave dweller instant breaking a shield if you are holding one in "defensive posture" which i find extremely punishing, why not instead give the cave dweller the same attribute as an axe like the vindicator. When the cave dweller attacks you, you would only be able to parry 1 hit which will set your shield on a cooldown before entering "defensive posture" again (which i suggest would be a bit longer than what is applied by an axe).
That's all i wanted to say. Keep the good work! 👍
Dude ... your english is perfect!
all these mfs saying they bad at english and then proceed to write in perfect english is astounding
@@devstorm_ lmao
@@devstorm_”defensive posture” 💀
@@GAMER32231 its good enough man, most mfs in the us cant write for shit
The climbing noise actually gave me chills 🥶
Holy moly that stuff is nightmare fuel idk why
The cave dweller used fear as it's strength
But once that fear is overcome the dweller had no power.
Until it evolved
I approve of that last sentence
I love how he actually focuses on the gameplay of the creature, even down to how it'll work late game.
Just when I started to think that Minecraft Horror mods were doomed, the man himself who started the trend has made a return! This is honestly so refreshing and I cannot wait to see how it turns out!
A few suggestions I have, the stalking and climbing animations look good but I feel like the run animation still looks a bit derpy and could use some fluidity or even janky movement to add to that creep factor. You could also add an attack animation for when the cave dweller hits you, like it trying to grab or bite you. Also the chase sound is a bit stale due to the whole reskin issue, so maybe spicing up the chase sounds would be cool. You could also add a heavy footstep sound so when its chasing you, you can hear its footsteps getting closer and closer on top of the chase...
And final suggestion, possibly updating the model? I do think that any model can be made creepy or scary with the right animations, and so if you update the idle, run, and stare animations, that might give some more creep factor to the model...
cave dweller is me at 3am walking to the fridge
Nah you open the fridge and you hear cave1.ogg
Gargin had to come back and teach all those whippersnappers how to make a REAL horror mod.
Bro woke up and chose to cook 🔥
perfect timing! me and my friends were just about to play the mod for the first time
I love your work and attention to easily overlooked details ❤
Adding on to other people’s comments about how the Dweller just instantly deleting shields is overkill, on top of just replicating the axe’s ability to temporarily break shields, you could also make the Dweller eat huge hunks of its durability - giving it a much more limited number of uses against the Dweller before the shield properly breaks.
Just outright deleting the shield isn’t scary, it’s frustrating. You haven’t found a workaround, you’ve given up and said “Fuck it, rocks fall and everybody dies” because you can’t come up with a better solution.
YES, NEW GARGIN VIDEO LETS GO! 🗣🔥🔥🔥🔥
This is so cool!
Ikr... wait
Dont you dare
I doubt you will see this but a cool idea I have is maybe a mob spawn reducer effect. Like as it gets closer, even the hostile mobs like zombies or skeletons start running or hiding. Maybe even showing weird behaviors and don't even aggro onto the player at all.
excited to see what you’ve got next!!
Just you wait until Swayle reskins him....
Oh hell nahhh
I’m surprised not many people have said anything about that down here 😅
I hope that Gargin learned his lesson by not making his mods public domain after seeing the waves of low-effort asset flips of Gargitron and Cave Dweller.
Wow even one of swayle's mod creators knows the truth about his evilness and maniplutation
Puffs way better
The Man himself has returned
THE GOAT’S BACK LFG!!!! This looks genuinely crazy, what an improvement on an already extremely well made design!!! Insane job mate
you handle every subject with such expertise and charisma!
The thing you created is very good, an extremely well-executed idea. I know this because I have seen dozens of modders try their own spin on your idea, creating their own types of dwellers. However, I would argue that the Cave Dweller itself is not that original of an idea, and is clearly inspired by the Warden. Think about it, they are both terrifying natural monsters that are ridiculously strong and are meant to be avoided instead of being attacked The thing about the Warden is that it could have been cheesed by using the pillar strategy. So the devs fixed this issue by giving it a sonic boom attack that not only knocks the player off the pillar but also ignores *everything* that a player could use to defend themselves.
Also, here are some tips on how to make the Cave Dweller a bit more realistic, yet imposing. It should be able to swim through water as quickly as a polar bear, instead of breaking the shield its claws should be able to disable it similar to that of an axe, and it should be able to destroy any boat or minecart that is placed in front of it.
New update lets go
watching you develop the scariest mod has been an amazing trip thanks Gargin!
omg, i love it, but i think that i have a better idea for the shield, how he has a flip coin when he is spoted, maybe the same will be for the shield?
like: 1 -he screams violently and continues chasing
or 2- he just break it and slowly blend in to the shadows, marking territory
The OG Cave Dweller is back, rejoice! No more Swayle slop 🗣🔥‼
Destroying the shield instantly might be very annoying, especially if you’ve just enchanted it. In my opinion, it would be less frustrating, if it would make you drop the shield. As it then incentives you to go back and pick it up again, stressing, at least a little bit, with the despawn timer of it and making you run in a circle, which will also oppose a greater threat, as you may walk into mob groups while doing so.
Cheers
Thank you for coming back
FINALLY! He NEEDED this refresher. I love this mod.
THE TREND IS BACK!
Gargin humbles swayle in 9 minutes
Wait until they yoink it's ai and place it in their generic scawy ahh model
@@HellCromeE Gargin just needs to not make it open source. Remember what happened to the Steam Workshop when Gargitron released.?
@@Daralexenfrfr
the way it climbed up the pillar gave me chills bro great job!
I'd really like for the cave dweller to interact with the Minecraft world in some way! Currently feels like it's just there to hurt the player. The dweller has no reaction to mobs, blocks, lights, fire, etc. Could be really interesting and help build suspense!
cant wait to shit myself, also have you thought about maybe changing the model design and making it look creepier i think that would just make it even better
You should update to newer and older versions other than 1.19.3 (1.19.3 is the most random version, barely any mods go to this version)
when we needed him most he returned
“If you spent about 40mins in the world, you would have at the very minimum all iron gear.”
You severely overestimate me.
Now there is a reason to use the original instead of the reskins.
Wait, about the depth strider thing, does that mean when it goes into, say, a big body of water, it will just sink the bottom?
Probably just hover above the player unless Gargin allowed it to swim.
My suggestions regarding the dweller's appearance:
I feel like his idle and walk animations could really be improved. Make the limbs rotate and move in creepier, overexaggerated ways. His hands don't have any claws, it's literally just a white stub. Instead, give him giant blood-stained claws kinda like The Rake, and make him slash the claws when doing damage, instead of bumping his gut at you. Make the limbs a little longer, make him slightly bigger, hunched over, and update the torso and head to have decals representing his visible ribs. Make his neck bigger, and allow it to move freely, independent of how the body moves (normally it would move in accordance with the body, but in situations where he's Staring the player down it could extend a ton, moving up or sideways. Make it so the model can swap it's facial expression during the Staring, into a wicked smile for example).
I like the idea that the cave dweller only appears when you go deep enough into the negative Y levels, making the deepslate region scary and giving reason to not want to go down there
There’s still a problem: YOU CAN SEE IT
HOW AM I SUPPOSED TO FEEL THE FEAR OF THE UNKNOWN WHEN I KNOW WHAT IT LOOKS LIKE & WHEN IT LOOKS GOOFY AS HELL
Instantly break is way too overpowered! It should but the item into an extended cool down like the axe does, or even cause the player to drop the shield but instant item destruction is just bad design.
If I have an enchanted shield with a banner pattern the only way it should get destroyed is the vanilla ways.
All of these are fine, but the instant shield break is very cheap/comes off as a "band-aid solution." Why not just have it temporarily disable the shield like axes do? Lastly, PLEASE do not make this new version public domain. I am sure that you saw the trends of low-effort asset flips by 12-year-olds and content farmers caused by Gargitron and Cave Dweller.
Seeing what you perceive as flaws and how you went about fixing them really makes me truly appreciate how much thought went into the Warden and how well it's designed.
Much appreciated your bring up the standard of horror Minecraft, hopefully mod makers follow your footsteps, Mr.Gargin.
Very cool updates, but these are some things the community including myself has been wanting: First I think stunning the shield rather than just breaking it is a better idea, second we've been wanting a dweller that feels like a "legend", similarly to how OG Herobrine was. Something you could do is add random structures with diaries from the perspective of an npc who talks about hearing noising and feeling like theyre being stalked. On top of that, make the cave dweller a very rare sighting, and make actually getting attacked by it extremely rare. Make players hear cave and stalking noises very rarely, as if to make the mod feel like it's not even there. Make it stalk you from very far away either with the glowing eyes or just a slightly noticeable silhouette, that disappears or runs away when you look at it or look away from it, but make this also very rare. People just want something that actually stalks you and very rarely actually makes itself known
Cave Hobo
One Idea could Be that the cave dweller Breaks torches and lanterns near it so it stays in the dark longer and disorients Players creating tension
nice video, keep up the great work
The one who started the cascade of (mostly terrible) community made Minecraft horror mods has come back! And he will make me wear a diaper!!
This 1 video > Swayles whole channel
There is a thin line between scary and annoying, but I feel like you have the potential to get the mod just perfect. Keep on the good work
An idea: the Stalking Phase has it dig a 1 block hole and crawl around you with the sounds of blocks breaking. Maybe it could break its way to you and chase from there?
I would love if the dweller was technically invincible, but when it reaches low enough health, it flees and then despawns.
An invincible monster is a lot scarier than one you can kill
@snope42 i do not like that idea. What if it is enclosed in an area, dies in lava or on top of any other damaging blocks, or it is in a “grapple” attack?
I disagree, I don't think invincible monsters are as scary, I prefer smart and tough but not invincible, Invincibility is more of a 'rocks fall everyone dies" type trope to be interesting. to take your idea for example, rather than just fleeing and despawning, it could actually use that, and potentially when it flees, let out a scream, which in a way would let smarter players know to take the advantage and chase it, but also let the dweller regain some health. but it could also let out a feint scream early, and break combat to flee, which a player may use as a chance to attack, only for the dweller to use it to ambush a player, If its whole idea is to be a ambush style predator, make it use its abilities to its advantage, it makes it seem like a smart predator, and its not a futile attempt to kill it.
No views in 14 seconds fell off
Kudos to the upgrade, when i watched the first video i was interested but when I watched this video I was disturbed and kinda creeped out
Awesome work!
1 view in 22 seconds? Gargin fell off
Dawg you don't even have subs you cant say shi
@@BeingDumb247 my brother it's a joke. Can't you get the joke?
@@Orb_Ponder3r I've never seen such a bad joke, and anyways i see this on almost every video
@@BeingDumb247 cool
@@BeingDumb247dude just ignore it
TF i did not expect u to come back to this mod massive W
I love that you actually take it seriously unlike other "I made the creepiest monster in minecraft" youtubers. They just make monster ugly and run at you invulnerable.
I feel like another way to build tension is to have its behavior dependent on nearby mobs. Where it’s less likely to spawn or chase you if there is enough mobs near you or it. Also it should pathfind in a way that doesn’t always take the most direct path to the player, it could instead try to sneak behind them or flank them, or better yet make it seem like he’s fleeing when he’s actually going to a different position to stalk or chase you from. Also instantly breaking shields is a bit harsh, a huge durability penalty or shield disable/stun would work much better. Perhaps by a large amount in either case. Maybe its spawning could be tied to lighting a bit more.
Great work! I do feel like this does get rid of some of the issues behind the dweller, However I had one idea in particular.
I feel like the sounds that the dweller makes while chasing you are a bit too obnoxious and repetitive to really scare you that much after a few seconds. One Idea I had is to simply have it not scream at all and run towards you without making an obnoxious sound, maybe just some noticeable rapid footsteps. I feel like that would make it really unnerving and more realistic, since pretty much no creatures irl scream at their prey. An alternative solution is to maybe have a very subtle noise, like a static or Shepard tone type sound that slowly gets louder as the chase continues, which could give a rising feeling of dread.
Those Cave Dweller copies are about to get crazy.
Also good job on an update. Really glad to see original creator of the Dweller and not just an another copy, claiming to be an "upgrade"
Respect to you for actively trying to improve your creation based on player feedback
tbh this will always be the best cave dweller
I can't wait to see this in action. That new climb animation looks absolutely terrifying.
this mod is so close to perfect, i think if you add a scarier chase noise and model this will be the best horror mod
I'm very excited for this!
i like that the dweller now causes more vanilla cave noises. before, as long as you didnt hear any modded cave noises, you knew 100% that you were safe. now, theres a little bit of fear with the vanilla ones too, which is much more in line with the original vision IMO.
I thought it is another remake, finally return of a legend
It's been so long man, welcome back
One thing you could look into for future updates is making the dweller run away if it can't pathfind to the player. One of the more immersion-breaking moments is when you're in a place it can't reach, and then it just stands there while still trying to run at you with no real threat. If it ran away and despawned out of sight (maybe have the screams echo off into the distance), it would keep the tension up and make it feel more aware.
You can actually take a lot of notes from the Warden, which was designed in a way to bypass most methods of cheesing it (key word, most).
It does massive damage, its sonic shriek ignores armor and can pass through walls, its immune to lava, can't be picked up by boats or minecarts, its projectile attack makes it a threat even when pushed back by flowing water, it has a ton of health, and its attacks can disable/break through shields.
Now the real struggle is finding a way to keep it balanced being so overpowered while also being an unavoidable threat. If its too strong it just becomes unfair and cheap. If its not strong enough... Well, you already know.